Dynmap-Forge/Fabric

Dynmap-Forge/Fabric

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Cannot access the dynmap online

lamdamien0 opened this issue ยท 2 comments

commented

I am using server pro I checked the logs and there is nothing wrong I think
Entered my ip without the port and then added :42069 which is what a set as the ending

All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/

All map templates are defined in the templates directory

To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres

The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt

To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres

The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt

To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires

The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt

To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi

The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt

To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi

The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt

To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi

The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt

deftemplatesuffix: vlowres

Map storage scheme: only uncomment one 'type' value

filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting

sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)

mysql: MySQL database, at hostname:port in database, accessed via userid with password

storage:

Filetree storage (standard tree of image files for maps)

type: filetree

SQLite db for map storage (uses dbfile as storage location)

#type: sqlite
#dbfile: dynmap.db

MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')

#type: mysql
#hostname: localhost
#port: 3306
#database: dynmap
#userid: dynmap
#password: dynmap
#prefix: ""
#flags: "?allowReconnect=true"

components:

  • class: org.dynmap.ClientConfigurationComponent

  • class: org.dynmap.InternalClientUpdateComponent
    sendhealth: true
    sendposition: true
    allowwebchat: true
    webchat-interval: 5
    hidewebchatip: false
    trustclientname: false
    includehiddenplayers: false

    (optional) if true, color codes in player display names are used

    use-name-colors: false

    (optional) if true, player login IDs will be used for web chat when their IPs match

    use-player-login-ip: true

    (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored

    require-player-login-ip: false

    (optional) block player login IDs that are banned from chatting

    block-banned-player-chat: true

    Require login for web-to-server chat (requires login-enabled: true)

    webchat-requires-login: false

    If set to true, users must have dynmap.webchat permission in order to chat

    webchat-permissions: false

    Limit length of single chat messages

    chatlengthlimit: 256

# Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)

hideifshadow: 4

# Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)

hideifundercover: 14

# (Optional) if true, players that are crouching/sneaking will be hidden

hideifsneaking: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: false
# If true, hide players with invisibility potion effects active
hide-if-invisiblity-potion: true
# If true, player names are not shown on map, chat, list
hidenames: false

#- class: org.dynmap.JsonFileClientUpdateComponent

writeinterval: 1

sendhealth: true

sendposition: true

allowwebchat: true

webchat-interval: 5

hidewebchatip: false

includehiddenplayers: false

use-name-colors: false

use-player-login-ip: false

require-player-login-ip: false

block-banned-player-chat: true

hideifshadow: 0

hideifundercover: 0

hideifsneaking: false

# Require login for web-to-server chat (requires login-enabled: true)

webchat-requires-login: false

# If set to true, users must have dynmap.webchat permission in order to chat

webchat-permissions: false

# Limit length of single chat messages

chatlengthlimit: 256

hide-if-invisiblity-potion: true

hidenames: false

  • class: org.dynmap.SimpleWebChatComponent
    allowchat: true

    If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.

    allowurlname: false

Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins

  • class: org.dynmap.MarkersComponent
    type: markers
    showlabel: false
    enablesigns: false

    Default marker set for sign markers

    default-sign-set: markers

    (optional) add spawn point markers to standard marker layer

    showspawn: true
    spawnicon: world
    spawnlabel: "Spawn"

    (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)

    showofflineplayers: false
    offlinelabel: "Offline"
    offlineicon: offlineuser
    offlinehidebydefault: true
    offlineminzoom: 0
    maxofflinetime: 30

    (optional) layer for showing player's spawn beds

    showspawnbeds: false
    spawnbedlabel: "Spawn Beds"
    spawnbedicon: bed
    spawnbedhidebydefault: true
    spawnbedminzoom: 0
    spawnbedformat: "%name%'s bed"

    (optional) show world border (vanilla 1.8+)

    showworldborder: true

  • class: org.dynmap.ClientComponent
    type: chat
    allowurlname: false

  • class: org.dynmap.ClientComponent
    type: chatballoon
    focuschatballoons: false

  • class: org.dynmap.ClientComponent
    type: chatbox
    showplayerfaces: true
    messagettl: 5

    Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages

    #scrollback: 100

    Optiona; set maximum number of lines visible for chatbox

    #visiblelines: 10

    Optional: send push button

    sendbutton: false

  • class: org.dynmap.ClientComponent
    type: playermarkers
    showplayerfaces: true
    showplayerhealth: true

    If true, show player body too (only valid if showplayerfaces=true

    showplayerbody: false

    Option to make player faces small - don't use with showplayerhealth

    smallplayerfaces: false

    Optional - make player faces layer hidden by default

    hidebydefault: false

    Optional - ordering priority in layer menu (low goes before high - default is 0)

    layerprio: 0

    Optional - label for player marker layer (default is 'Players')

    label: "Players"

#- class: org.dynmap.ClientComponent

type: digitalclock

  • class: org.dynmap.ClientComponent
    type: link

  • class: org.dynmap.ClientComponent
    type: timeofdayclock
    showdigitalclock: true
    showweather: true

Mouse pointer world coordinate display

  • class: org.dynmap.ClientComponent
    type: coord
    label: "Location"
    hidey: false
    show-mcr: false

Note: more than one logo component can be defined

#- class: org.dynmap.ClientComponent

type: logo

text: "Dynmap"

#logourl: "images/block_surface.png"

linkurl: "http://forums.bukkit.org/threads/dynmap.489/"

# Valid positions: top-left, top-right, bottom-left, bottom-right

position: bottom-right

#- class: org.dynmap.ClientComponent

type: inactive

timeout: 1800 # in seconds (1800 seconds = 30 minutes)

redirecturl: inactive.html

#showmessage: 'You were inactive for too long.'

#- class: org.dynmap.TestComponent

stuff: "This is some configuration-value"

Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)

display-whitelist: false

How often a tile gets rendered (in seconds).

renderinterval: 1

How many tiles on update queue before accelerate render interval

renderacceleratethreshold: 60

How often to render tiles when backlog is above renderacceleratethreshold

renderaccelerateinterval: 0.2

How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)

tiles-rendered-at-once: 2

If true, use normal priority threads for rendering (versus low priority) - this can keep rendering

from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result

in more competition for CPU resources with other processes

usenormalthreadpriority: true

Save and restore pending tile renders - prevents their loss on server shutdown or /reload

saverestorepending: true

Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs

save-pending-period: 900

Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)

zoomoutperiod: 30

Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)

initial-zoomout-validate: true

Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering

of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can

also be set on individual worlds and individual maps.

tileupdatedelay: 30

Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable

enabletilehash: true

Optional - hide ores: render as normal stone (so that they aren't revealed by maps)

#hideores: true

Optional - enabled BetterGrass style rendering of grass and snow block sides

#better-grass: true

Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)

smooth-lighting: true

Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)

false=classic Dynmap lighting curve

use-brightness-table: true

Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific

blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks

block-id-alias:

"14": 1

"15": 1

"16": 1

Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)

Has no effect on maps with explicit format settings

image-format: png

use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures

correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)

transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks

use-generated-textures: true
correct-water-lighting: true
transparent-leaves: true

ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)

ctm-support: true

custom-colors-support: if true, Custom Colors in texture packs is enabled (default)

custom-colors-support: true

Control loading of player faces (if set to false, skins are never fetched)

#fetchskins: false

Control updating of player faces, once loaded (if faces are being managed by other apps or manually)

#refreshskins: false

Customize URL used for fetching player skins (%player% is macro for name)

skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"

render-triggers:
#- playermove
#- playerjoin

  • blockplaced
  • blockbreak
  • leavesdecay
  • blockburn
  • chunkgenerated
  • blockformed
  • blockfaded
  • blockspread
  • pistonmoved
  • explosion
    #- blockfromto
    #- blockphysics
  • structuregrow
  • blockgrow
    #- blockredstone

Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')

#webpage-title: "My Awesome Server Map"

The path where the tile-files are placed.

tilespath: web/tiles

The path where the web-files are located.

webpath: web

The path were the /dynmapexp command exports OBJ ZIP files

exportpath: export

The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).

If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)

#webserver-bindaddress: 0.0.0.0

The TCP-port the webserver will listen on.

webserver-port: 42069

Maximum concurrent session on internal web server - limits resources used in Bukkit server

max-sessions: 30

Disables Webserver portion of Dynmap (Advanced users only)

disable-webserver: false

Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))

allow-symlinks: true

Enable login support

login-enabled: false

Require login to access website (requires login-enabled: true)

login-required: false

Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)

timesliceinterval: 0.0

Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load

maxchunkspertick: 200

Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater

progressloginterval: 100

Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender

Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when

setting this to equal or exceed the number of physical cores on the system.

#parallelrendercnt: 4

Interval the browser should poll for updates.

updaterate: 2000

If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in

fullrenderplayerlimit: 0

If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in

updateplayerlimit: 0

Target limit on server thread use - msec per tick

per-tick-time-limit: 50

If TPS of server is below this setting, update renders processing is paused

update-min-tps: 18.0

If TPS of server is below this setting, full/radius renders processing is paused

fullrender-min-tps: 18.0

If TPS of server is below this setting, zoom out processing is paused

zoomout-min-tps: 18.0

showplayerfacesinmenu: true

Control whether players that are hidden or not on current map are grayed out (true=yes)

grayplayerswhenhidden: true

Use player permissions to order player list: first to last, players are ordered by first permission listed that they have

That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last

player-sort-permission-nodes:

  • bukkit.command.op

Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin

#sidebaropened: true

Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)

#http-response-headers:

Access-Control-Allow-Origin: "my-domain.com"

X-Custom-Header-Of-Mine: "MyHeaderValue"

Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields

trusted-proxies:

  • "127.0.0.1"
  • "0:0:0:0:0:0:0:1"

Join/quit message format for web chat: set to "" to disable notice on web UI

joinmessage: "%playername% joined"
quitmessage: "%playername% quit"

spammessage: "You may only chat once every %interval% seconds."

format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text

webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"

Control whether layer control is presented on the UI (default is true)

showlayercontrol: true

Enable checking for banned IPs via banned-ips.txt (internal web server only)

check-banned-ips: true

Default selection when map page is loaded

defaultzoom: 0
defaultworld: world
defaultmap: flat

(optional) Zoom level and map to switch to when following a player, if possible

#followzoom: 3
#followmap: surface

If true, make persistent record of IP addresses used by player logins, to support web IP to player matching

persist-ids-by-ip: true

If true, map text to cyrillic

cyrillic-support: false

If true, coordinates will be rounded

round-coordinates: true

Messages to customize

msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
hiddennamejoin: "Player joined"
hiddennamequit: "Player quit"

URL for client configuration (only need to be tailored for proxies or other non-standard configurations)

url:
# configuration URL
#configuration: "up/configuration"
# update URL
#update: "up/world/{world}/{timestamp}"
# sendmessage URL
#sendmessage: "up/sendmessage"
# login URL
#login: "up/login"
# register URL
#register: "up/register"
# tiles base URL
#tiles: "tiles/"
# markers base URL
#markers: "tiles/"

Customization commands - allows scripts to be run before/after certain events

custom-commands:
image-updates:
# Command run just before any image file is written or updated: run with single parameter with fully qualified file name
preupdatecommand: ""
# Command run just after any image file is written or updated: run with single parameter with fully qualified file name
postupdatecommand: ""

Snapshot cache size, in chunks

snapshotcachesize: 500

Snapshot cache uses soft references (true), else weak references (false)

soft-ref-cache: true

Set to true to enable verbose startup messages - can help with debugging map configuration problems

Set to false for a much quieter startup log

verbose: false

Enables debugging.

#debuggers:

- class: org.dynmap.debug.LogDebugger

Debug: dump blocks missing render data

dump-missing-blocks: false

Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed

in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time,

but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup

your worlds before running with this setting enabled (set to true)

#migrate-chunks: true

commented

edit the config , you need the servers IP and the port

change this
#hostname: localhost
#port: 3306

to what the host IP and port are

commented

if you need a sample config file google